Matt Jones Tech
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  • Blender, Linux, and R3D

    Convert with FFMPEG?

    If you’re wondering how to edit r3d on linux, you’ve come to the right place. This post is inspired by an official, yet very under-the-radar release of something called REDline Linux released back in mid 2018. As a fan of Linux as well as continuing my quest to discover a complete replacement for the Adobe Creative Cloud, I ran into this question: Can Linux handle R3D raw? After just a little bit of research, I discovered that ffmpeg can actually decode an early version of the R3D codec! The downside is, as of the writing of this article, ffmpeg isn’t capable of decoding the latest version of the R3D codec. However, this could change if someone comes along and reverse engineers the new R3D codec.

    Yet the question still remains. How can I work with RED footage and use Linux at the same time? Enter Resolve. (Opinion alert!) Blackmagic Design has positioned themselves in a way that could completely dethrone the current king of postproduction software, Adobe. Adobe makes a great suite of programs. One of the biggest advantages they have is that their software can not only ingest and work with project files from other software within the suite, but it also does this seamlessly across Mac and Windows. For example, I can save a Photoshop project on a Mac, and open that same Photoshop file inside of After Effects on Windows (and still have access to all of the Photoshop layers). The biggest disadvantages of Adobe CC is that it’s a fairly expensive monthly subscription model that doesn’t support Linux.

    Blackmagic Resolve

    Blackmagic Resolve has been the industry standard for color correction for a very long time. Recently, Blackmagic Design revamped Resolve to be able to handle much more than just color correction. In a lot of situations, Resolve can be a sort of one-stop-shop for all you postproduction needs, providing basic edits, basic audio workflow, and some basic VFX. The biggest news is that Resolve is free to download, and upgradable to the full version for a one-time purchase of $300. So after your first 6 months, you’re already saving money over the standard Adobe CC subscription.

    Anyway, point being, Resolve is quickly becoming the powerhouse one-stop solution for professional post video. Handling R3D files is as simple as importing them off your RED mini mag, opening up Resolve, and grabbing them from inside the Media Pool tab. Pretty much like using the Media Browser inside Premiere Pro. Except better.

    R3D in, TIFF out

    From there, you can make the edits you need and export to whatever format you want, even image sequences like TIFF and others. What’s more, is that you don’t have to convert your footage with FFMPEG or something similar before importing. You can just import raw R3D without a hitch. Happy editing and Blendering!

    matt

    May 21, 2019
    Lifestyle, Linux, Video Editing
    Blender, compatability, linux, postproduction, r3d, red digital cinema, sequences, vfx
  • VFX Workflow: Start to Finish

    Last week I ran into some problems with a project at work that required me to have just basic knowledge of rigging. After burning over an hour watching and rewatching tutorials, and, because I was under a tight deadline, I got frustrated and eventually just edited the mesh directly to get a basic pose.

    Beginnings

    Now that I’ve hit the deadline and delivered the project, I spent the following weekend to fix my problem once and for all.

    I started with a basic mesh comprised of 7 different primitives.

    Which is fine, for arriving at a character shape fairly quickly, but trash when it actually comes time to rig and animate several primitives as if they were one. So once I got my turtle shape, I joined 2 primitives at a time, and joined up the meshes as best I could. Pair by pair, until I had a turtle mesh and a shell mesh. In hindsight, I would have just joined up the shell and the turtle to get one mesh, but that’s what this whole project was for: learning. Once I had my meshes joined, I marked my seams, and UV unwrapped. Then it was time for texture painting!

    Texture Painting

    Not the best UV unwrap, but it works for this project.

    Rigging

    Once my turtle was painted, it was time to rig. Now that the pressure was off, I had an opportunity to actually learn how to properly built a rig, set up IK constraints, and orient joints using pole targets. Woo!

    Motion Tracking

    Now that I had my rig all finished, I was ready to animate. And my IK constraints made it WAY easier to set a few keyframes and get a halfway decent animation. Next, motion tracking.

    This one actually took me a few hours because I was having to relearn how Blender’s requirements for reconstruction. 1) Blender requires 8 continuous tracking points from the first frame to the last to even have enough data to reconstruct the scene. 2) the average solve error needs to be 0.3 pixels to get an accurate track. My first try resulted in a solve error of 35.6 pixels. So eventually, after learning the requirements, trying some addons, and manually helping it along, I eventually whittled the solve error down to 1.4. Close… Technically usable, but still not the best. In the end, I learned a TON from building this little guy from scratch. So without further ado, I present to you, Shelly.

    Hopefully this helped someone. Thanks for reading!

    matt

    May 7, 2019
    3D Animation, 3D Modeling, Blender, Compositing
    3d animation, b3d, Blender, compositing, motion tracking, pipeline, rigging, vfx, workflow

Prove all things; hold fast that which is good. 1 Thess 5:21